[MUD-Dev] Blacksnow revisted

Ron Gabbard rgabbard at swbell.net
Thu May 2 00:21:03 CEST 2002


From: "Matt Mihaly" <the_logos at achaea.com>

> That assumes all sorts of other things about the games' design. In
> the simplest case, where time is directly tied to advancement, a
> character simply being in the game, doing nothing, does nothing to
> create community. In Everquest, where time is indirectly tied to
> advancement, simply being in the game also does not advance
> community. Time provides the opportunity for more interaction, but
> I don't believe that simply equating time spent interacting with
> strength of community is valid.

A player that spends 30 played days playing their characters to the
higher levels will always have added more to the 'society' of the
game than the player that buys a high level character.  A game that
allows a player to raise a character to eBay levels with eBay gear
without contibuting to the world's society is a pretty poor design
(IMO) for a MUD.




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